WilsonTurner said
So you're ungodly fast, you can warp in and out quite quickly, you've got good, strong armor, you've got supersmart swarmer missiles...So what are the cons? Besides them each being loners? Cause you're saying that you're really fast, you're hard to kill, you're hard to avoid getting killed by, and you can FTL in and out quickly. What balances it? Making them each loners is hardly a balancing act. They are smaller craft, I assume, and can be have a crew trained and ready to operate very very quickly.Really, if something threatens, then your peoples could just band together out of fear for extinction, and it'd be impossible to beat you. Not without some really powerful laser weapons or other instantaneous types to disable before you can run away.
1) Never said anything about them being loners. If you see one star crawler, you can assume there will be more lurking about somewhere. Like their handlers, vul'kruun military spacecraft operate in moderately-sized packs to maximize effectiveness during the hunt. This elevates the level of missile spam, which mutually improves the odds of causing causalities to xeno scum.
2) Never mentioned the size of these ships. Not going to specify exact lengths, widths or mass either. You and Duck both have an infamous and rather vicious habit of power-creeping whenever you two are faced with something especially daunting. However, being based on Orion craft, they can range from large to huge in bodily dimensions and tonnage. You can't really do 'small' with an Orion drive, because the engineering limitations and characteristics intrinsic to the drive system itself do not scale down very well. NSWRs, however, can function relatively well when properly machined into petite forms and applied to minute-sized space vessels.
3) I wouldn't say the missiles are hyper-intelligent, but each one can effectively make decisions on its lonesome, and can receive information from its parent missile bus, another missile bus, its siblings and comrades, or other star crawlers. I don't see the problem, especially when you consider that vul'kruun starships practically command themselves in
and outside of battle while digital intelligence constructs are not expensive for them to produce (though, since they mine planets and asteroids for raw material, nothing other than their FTL fuel is expensive nor difficult for them to create); the crew is just there to maintain the ship and to tell the on-board systems what to engage, what to monitor and what to avoid firing at.
4) They're already united. Not through any particular political or martial agenda, but through their own psychology and biological evolutionary traits. If you come to them with a promising deal of some sort that involves betraying their entire species, they're going to register you as a prey animal first and a sapient species second. And react in kind. Vul'kruun don't really fit in with the usual species present in the RP when it comes to alliances; they also do not follow the human psychological model in its entirety, and are guided more by aggressive primal impulses and bestial instincts rather than rational thought and cognitive reasoning.
5) I don't know what a laser is supposed to do. Could do some serious damage with a gamma ray laser or an x-ray laser though, but sufficient armor density, ablative layering, sections of 'water' armor, and sheer mass can nullify these weapons to a solid echelon. Plasma shields are a bit different; plasma shield density and other factors might come into play, but I'd have to do more research. I'm trying to keep the hard science to a very low level. And I'm bound to get some things wrong as well.
Cons? I don't know. Realistically, Orion drives might not be as fuel efficient as other drive/engine systems. They need to be refueled with propellant charges and pusher plates do need to be maintained and/or replaced. The fuel used in vul'kruun FTL drives, known as Mes, is expensive because it is a chore to manufacture even with particle accelerators constructed with the prime intention of producing it. Low ship 'endurance' perhaps? I don't know. Vul'kruun don't have artificial gravity, so they have to rotate crews out periodically to prevent space sickness and bone deterioration from setting in and causing hard-to-correct or irreversible damage to the crew members.
As I said, I don't fish around for weaknesses and strengths. I just go with what my shit can and cannot do, because I almost always crib it from real-life (with a few tweaks applied of course).
EDIT: The only real way to balance a free-form RP is to ban specific technologies. Time travel is an obvious one, but if I were GM, I'd forbid the use of:
Non-traditional artificial gravity
Wormholes
Railguns that can fire projectiles faster than 0.5 percent of c (and even this is pushing it)
Dyson technology
Magic
Magic-like technology, such as fields that can disrupt the strong or weak nuclear forces
And standard ship-borne FTL